|aslrb reading list :
The rulebook is a lotof information to digest. Much of it, however, can be digested parts at a time as they come up or as a particular scenario features them. This listing of rules, provided by Russ Bunten, gives a new player a good idea what he needs to read in order to begin playing infantry scenarios.
Read all of Chapter A (big chunk of reading, about 36 pages or so). Skip the following rules section(s) as they won't be necessary right away:
Not such a big chunk, only about 20 pages. Skip these sections/terrain types initially:
A small chunk, about 6 pages. Read the following sections (mainly to be able to use Light Mortars, Bazookas, and Panzerfausts) :
This seems like a lot (and it is quite a healthy bit of reading). Don't get all wrapped up in all the exceptions and "see also" references. One of the most confusing things initially will be all the damned acronyms. There are billions of them in ASL (well maybe not billions, but it seems that way sometimes). Keep a side note of what they are until you get used to seeing them. The index is a handy reference for this also (especially the expanded index which is out there on someone's home page).
With these rules (and a relatively experienced opponent) there are dozens of scenarios at your disposal. Once you've gotten used to these basics, then gradually add in one section or two and play a scenario which has some new units/terrain in them. I think the most complicated rules come into play when infantry and vehicles interact. Taken separately, these types of units aren't too difficult to deal with. It's when they get wrapped up with each other that it gets hairy.
>So, instead of throwing the stuff into a dark closet.
Please don't do that except as a last resort. Realize though that it is a very time consuming task to learn the rules well.
>I'd like to learn the game. At least how to start. I need a
I don't think there is one of these available anywhere. The Chapter K tutorial included in Paratrooper is pretty good though.